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<title>necrophilia.animation.Instance</title>
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		<tr><td id="docbody"><h1>necrophilia.animation.Instance</h1><!-- Generated by Ddoc from C:\Projects\necrophilia\necrophilia\animation\Instance.d -->
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<script>explorer.outline.incSymbolLevel();</script>
<dl>
<script>explorer.outline.writeEnabled = true;</script>
<dt><span class="decl">class 
<span class="currsymbol">AnimationInstance</span>
<script>explorer.outline.addDecl('AnimationInstance');</script>

(Tim);
</span></dt>
<script>explorer.outline.writeEnabled = false;</script>


<dd>Each model has it's own animation set. Even for models that are useing this same animations
	each model is in different state - different point of the timeline. For example one model is starting
	the walking loop, when the other is in the middle. But giveing each odel animation is not necessery
	The only thing differing theas animations per model is the mencioned timeline. Thats why
	Animation Instance is created.  Animation Instance is Animation + it's timeline for particular model.
	So model only get's his 
<span class="currsymbol">AnimationInstance</span>
<script>explorer.outline.addDecl('AnimationInstance');</script>

. The timeline here is implemented by bricks.Time.Timer;
	This implementation of Animation Instance is a template, where you can set the type of the Timer.
	Any Timer can be used if it implements things that bricks.Time.Timer doas.
<br><br>


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<dl>
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<dt><span class="decl">alias 
<span class="currsymbol">Time</span>
<script>explorer.outline.addDecl('Time');</script>

;
</span></dt>
<script>explorer.outline.writeEnabled = false;</script>


<dd>alias for timer 
<span class="currsymbol">Time</span>
<script>explorer.outline.addDecl('Time');</script>

 type to keep the types
<br><br>

</dd>

<script>explorer.outline.writeEnabled = true;</script>
<dt><span class="decl">this(Animation!(Time) animation);
</span></dt>
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<dd>Constructor
<br><br>
<b>Params:</b><br>
<table><tr>
<td nowrap valign="top" style="padding-right: 8px">animation</td>

               
<td>animation that is represented by Animation Instance</td></tr>
</table><br>

</dd>

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<dt><span class="decl">void 
<span class="currsymbol">update</span>
<script>explorer.outline.addDecl('update');</script>

();
</span></dt>
<script>explorer.outline.writeEnabled = false;</script>


<dd>Updating the Animation Instance.
	
<br><br>

</dd>

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<dt><span class="decl">Keyframe!(Time)[] 
<span class="currsymbol">keyframes</span>
<script>explorer.outline.addDecl('keyframes');</script>

(int <span class="funcparam">boneIndex</span>);
<br>Time 
<span class="currsymbol">start</span>
<script>explorer.outline.addDecl('start');</script>

();
<br>int 
<span class="currsymbol">bonesNumber</span>
<script>explorer.outline.addDecl('bonesNumber');</script>

();
<br>char[] 
<span class="currsymbol">name</span>
<script>explorer.outline.addDecl('name');</script>

();
</span></dt>
<script>explorer.outline.writeEnabled = false;</script>


<dd>pass-thru methods to animation 
<span class="currsymbol">keyframes</span>
<script>explorer.outline.addDecl('keyframes');</script>

 set see description in bricks.Animation.Animation.
		Usage same as for bricks.Time above
		So you get informations like from Animation itself but by working on your Animation Instance, what is very confortable.
		Everything you do to the animation instance is complitlly safe for other models.
	
<br><br>

</dd>
</dl>
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</dd>
</dl>
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			Page was generated with
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			on Wed Mar 21 02:44:07 2007

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